I have implemented a Trie-based concurrent key/value store using hashcode similar to HashMap.
It is something like, if your hashcode is 50 (110010) then
create a TRIE with array size of 4 (two binary bits), the first value is 10 which is 2,10- [][][X][] --> 00- [X][][][] --> 11- [][][][X] will be represented.
HERE The first array third element will point to second array; and second array first element will point to third array, finally your entry(key/value pair) will be placed in the third array fourth element. This will be a unique path to access my KeyValuePair through hashcode.
This is on the intention that this Trie won't require rehashing & Masking(shrinking hash to fit within fixed array, which is cause for collision). I am considering this as an alternative to ConcurrentHashMap in Java.
import java.util.concurrent.atomic.AtomicReferenceArray;
public class TrieMap {
public static int SIZEOFEDGE = 4;
public static int OSIZE = 5000;
}
abstract class Node {
public Node getLink(String key, int hash, int level){
throw new UnsupportedOperationException();
}
public Node createLink(int hash, int level, String key, String val) {
throw new UnsupportedOperationException();
}
public Node removeLink(String key, int hash, int level){
throw new UnsupportedOperationException();
}
}
class Vertex extends Node {
String key;
volatile String val;
volatile Vertex next;
public Vertex(String key, String val) {
this.key = key;
this.val = val;
}
@Override
public boolean equals(Object obj) {
Vertex v = (Vertex) obj;
return this.key.equals(v.key);
}
@Override
public int hashCode() {
return key.hashCode();
}
@Override
public String toString() {
return key +"@"+key.hashCode();
}
}
class Edge extends Node {
volatile AtomicReferenceArray<Node> array; //This is needed to ensure array elements are volatile
public Edge(int size) {
array = new AtomicReferenceArray<Node>(8);
}
@Override
public Node getLink(String key, int hash, int level){
int index = Base10ToBaseX.getBaseXValueOnAtLevel(Base10ToBaseX.Base.BASE8, hash, level);
Node returnVal = array.get(index);
for(;;) {
if(returnVal == null) {
return null;
}
else if((returnVal instanceof Vertex)) {
Vertex node = (Vertex) returnVal;
for(;node != null; node = node.next) {
if(node.key.equals(key)) {
return node;
}
}
return null;
} else { //instanceof Edge
level = level + 1;
index = Base10ToBaseX.getBaseXValueOnAtLevel(Base10ToBaseX.Base.BASE8, hash, level);
Edge e = (Edge) returnVal;
returnVal = e.array.get(index);
}
}
}
@Override
public Node createLink(int hash, int level, String key, String val) { //Remove size
for(;;) { //Repeat the work on the current node, since some other thread modified this node
int index = Base10ToBaseX.getBaseXValueOnAtLevel(Base10ToBaseX.Base.BASE8, hash, level);
Node nodeAtIndex = array.get(index);
if ( nodeAtIndex == null) {
Vertex newV = new Vertex(key, val);
boolean result = array.compareAndSet(index, null, newV);
if(result == Boolean.TRUE) {
return newV;
}
//continue; since new node is inserted by other thread, hence repeat it.
}
else if(nodeAtIndex instanceof Vertex) {
Vertex vrtexAtIndex = (Vertex) nodeAtIndex;
int newIndex = Base10ToBaseX.getBaseXValueOnAtLevel(Base10ToBaseX.Base.BASE8, vrtexAtIndex.hashCode(), level+1);
int newIndex1 = Base10ToBaseX.getBaseXValueOnAtLevel(Base10ToBaseX.Base.BASE8, hash, level+1);
Edge edge = new Edge(Base10ToBaseX.Base.BASE8.getLevelZeroMask()+1);
if(newIndex != newIndex1) {
Vertex newV = new Vertex(key, val);
edge.array.set(newIndex, vrtexAtIndex);
edge.array.set(newIndex1, newV);
boolean result = array.compareAndSet(index, vrtexAtIndex, edge); //REPLACE vertex to edge
if(result == Boolean.TRUE) {
return newV;
}
//continue; since vrtexAtIndex may be removed or changed to Edge already.
} else if(vrtexAtIndex.key.hashCode() == hash) {//vrtex.hash == hash) { HERE newIndex == newIndex1
synchronized (vrtexAtIndex) {
boolean result = array.compareAndSet(index, vrtexAtIndex, vrtexAtIndex); //Double check this vertex is not removed.
if(result == Boolean.TRUE) {
Vertex prevV = vrtexAtIndex;
for(;vrtexAtIndex != null; vrtexAtIndex = vrtexAtIndex.next) {
prevV = vrtexAtIndex; // prevV is used to handle when vrtexAtIndex reached NULL
if(vrtexAtIndex.key.equals(key)){
vrtexAtIndex.val = val;
return vrtexAtIndex;
}
}
Vertex newV = new Vertex(key, val);
prevV.next = newV; // Within SYNCHRONIZATION since prevV.next may be added with some other.
return newV;
}
//Continue; vrtexAtIndex got changed
}
} else { //HERE newIndex == newIndex1 BUT vrtex.hash != hash
edge.array.set(newIndex, vrtexAtIndex);
boolean result = array.compareAndSet(index, vrtexAtIndex, edge); //REPLACE vertex to edge
if(result == Boolean.TRUE) {
return edge.createLink(hash, (level + 1), key, val);
}
}
}
else { //instanceof Edge
return nodeAtIndex.createLink(hash, (level + 1), key, val);
}
}
}
@Override
public Node removeLink(String key, int hash, int level){
for(;;) {
int index = Base10ToBaseX.getBaseXValueOnAtLevel(Base10ToBaseX.Base.BASE8, hash, level);
Node returnVal = array.get(index);
if(returnVal == null) {
return null;
}
else if((returnVal instanceof Vertex)) {
synchronized (returnVal) {
Vertex node = (Vertex) returnVal;
if(node.next == null) {
if(node.key.equals(key)) {
boolean result = array.compareAndSet(index, node, null);
if(result == Boolean.TRUE) {
return node;
}
continue; //Vertex may be changed to Edge
}
return null; //Nothing found; This is not the same vertex we are looking for. Here hashcode is same but key is different.
} else {
if(node.key.equals(key)) { //Removing the first node in the link
boolean result = array.compareAndSet(index, node, node.next);
if(result == Boolean.TRUE) {
return node;
}
continue; //Vertex(node) may be changed to Edge, so try again.
}
Vertex prevV = node; // prevV is used to handle when vrtexAtIndex is found and to be removed from its previous
node = node.next;
for(;node != null; prevV = node, node = node.next) {
if(node.key.equals(key)) {
prevV.next = node.next; //Removing other than first node in the link
return node;
}
}
return null; //Nothing found in the linked list.
}
}
} else { //instanceof Edge
return returnVal.removeLink(key, hash, (level + 1));
}
}
}
}
class Base10ToBaseX {
public static enum Base {
/**
* Integer is represented in 32 bit in 32 bit machine.
* There we can split this integer no of bits into multiples of 1,2,4,8,16 bits
*/
BASE2(1,1,32), BASE4(3,2,16), BASE8(7,3,11)/* OCTAL*/, /*BASE10(3,2),*/
BASE16(15, 4, 8){
public String getFormattedValue(int val){
switch(val) {
case 10:
return "A";
case 11:
return "B";
case 12:
return "C";
case 13:
return "D";
case 14:
return "E";
case 15:
return "F";
default:
return "" + val;
}
}
}, /*BASE32(31,5,1),*/ BASE256(255, 8, 4), /*BASE512(511,9),*/ Base65536(65535, 16, 2);
private int LEVEL_0_MASK;
private int LEVEL_1_ROTATION;
private int MAX_ROTATION;
Base(int levelZeroMask, int levelOneRotation, int maxPossibleRotation) {
this.LEVEL_0_MASK = levelZeroMask;
this.LEVEL_1_ROTATION = levelOneRotation;
this.MAX_ROTATION = maxPossibleRotation;
}
int getLevelZeroMask(){
return LEVEL_0_MASK;
}
int getLevelOneRotation(){
return LEVEL_1_ROTATION;
}
int getMaxRotation(){
return MAX_ROTATION;
}
String getFormattedValue(int val){
return "" + val;
}
}
public static int getBaseXValueOnAtLevel(Base base, int on, int level) {
if(level > base.getMaxRotation() || level < 1) {
return 0; //INVALID Input
}
int rotation = base.getLevelOneRotation();
int mask = base.getLevelZeroMask();
if(level > 1) {
rotation = (level-1) * rotation;
mask = mask << rotation;
} else {
rotation = 0;
}
return (on & mask) >>> rotation;
}
}
But performance-wise, Trie took a little more milliseconds compare to ConcurrentHashMap. I could't understand why? as I thought it would be better than ConcurrentHashMap. Memory-wise, they both look similar.
Could you please tell me what is needed to improve on my code to perform better than ConcurrentHashMap, or why ConcurrentHashMap is performing better than the Trie implementation?
You can test this code using these:
Update: Improved code change
https://github.com/skanagavelu/trieConcurrentHashMap/blob/master/src/main/java/trie/TrieMap.java
synchronizedwhich also block concurrent reads. InsteadConcurrentHashMapsupports concurrent reads in each segment and it should have much better performance. I think you can do better than that (for highly mixed read/write batches) using a non blocking collection. \$\endgroup\$